Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
151 lines
3.4 KiB
C++
151 lines
3.4 KiB
C++
#pragma once
|
|
|
|
#include "..\munga\gaugrend.h"
|
|
#include "l4vb16.h"
|
|
#include "l4plasma.h"
|
|
#include "l4gauima.h"
|
|
#include "l4wrhous.h"
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L4GaugeRenderer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
class L4GaugeRenderer:
|
|
public GaugeRenderer
|
|
{
|
|
public:
|
|
|
|
//--------------------------------------------------------------------
|
|
// Construction, Destruction, Testing
|
|
//--------------------------------------------------------------------
|
|
L4GaugeRenderer(bool windowed, int *secondaryIndex, int *aux1Gauge, int *aux2Gauge);
|
|
~L4GaugeRenderer();
|
|
|
|
void
|
|
LocalEmergencyShutdown();
|
|
|
|
Logical
|
|
TestInstance() const;
|
|
|
|
//--------------------------------------------------------------------
|
|
// Profiling support
|
|
//--------------------------------------------------------------------
|
|
protected:
|
|
Scalar
|
|
GetCurrentFramePercentage();
|
|
//--------------------------------------------------------------------
|
|
// GraphicsPort methods
|
|
//--------------------------------------------------------------------
|
|
public:
|
|
void
|
|
BuildGraphicsPort(
|
|
int port_number,
|
|
const char *name,
|
|
int rotation,
|
|
int bitAllocation,
|
|
SVGA16::PaletteID palette_ID,
|
|
L4GraphicsPort::ChannelEnableID enable_ID,
|
|
Palette8 *palette
|
|
);
|
|
|
|
void
|
|
RemapGraphicsPort(
|
|
int port_number,
|
|
SVGA16::PaletteID palette_ID,
|
|
L4GraphicsPort::ChannelEnableID enable_ID,
|
|
Palette8 *palette
|
|
);
|
|
|
|
void
|
|
BuildExternalGraphicsPort(
|
|
int port_number,
|
|
const char *name,
|
|
int bitAllocation
|
|
);
|
|
|
|
//
|
|
//--------------------------------------------------------------------
|
|
// 'palette ramping'
|
|
//--------------------------------------------------------------------
|
|
//
|
|
void
|
|
FadeToWhite(Scalar number_of_seconds);
|
|
void
|
|
FadeToNormal(Scalar number_of_seconds);
|
|
//
|
|
//--------------------------------------------------------------------
|
|
// Accessors
|
|
//--------------------------------------------------------------------
|
|
//
|
|
GraphicsDisplay
|
|
*GetExternalDisplay()
|
|
{
|
|
Check(this);
|
|
return externalDisplay;
|
|
}
|
|
|
|
//
|
|
//--------------------------------------------------------------------
|
|
// Configuration
|
|
//--------------------------------------------------------------------
|
|
//
|
|
void
|
|
ConfigureForModel(
|
|
const char *configuration_name,
|
|
Entity *entity
|
|
);
|
|
//
|
|
//--------------------------------------------------------------------
|
|
// ExecuteImplementation
|
|
//--------------------------------------------------------------------
|
|
//
|
|
protected:
|
|
void
|
|
ExecuteForeground();
|
|
Logical
|
|
ExecuteBackgroundDisplayUpdate();
|
|
void
|
|
LoadMissionImplementation(
|
|
Mission *mission
|
|
);
|
|
virtual void
|
|
NotifyOfNewInterestingEntity(Entity *entity);
|
|
virtual void
|
|
NotifyOfBecomingUninterestingEntity(Entity *entity);
|
|
void
|
|
ShutdownImplementation();
|
|
void
|
|
SuspendImplementation();
|
|
void
|
|
ResumeImplementation();
|
|
//
|
|
//--------------------------------------------------------------------
|
|
// Video effects
|
|
//--------------------------------------------------------------------
|
|
//
|
|
public:
|
|
void
|
|
SpecialEffect(VideoEffectType type, Scalar duration);
|
|
|
|
protected:
|
|
|
|
void
|
|
ProcessVideoEffects();
|
|
|
|
//
|
|
//--------------------------------------------------------------------
|
|
// Protected data
|
|
//--------------------------------------------------------------------
|
|
//
|
|
protected:
|
|
Logical
|
|
palettesAreActive;
|
|
|
|
GraphicsDisplay
|
|
*graphicsDisplay,
|
|
*externalDisplay;
|
|
|
|
Logical
|
|
scrambleVideoFlag;
|
|
Time
|
|
scrambleVideoTimeout;
|
|
};
|